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WEREWOLF CREATION

Werewolfs are the keepers of lore and those who are honored by the Spirits.  Werewolf, Garou, Shifter, or as we like to call them on Ossory: Cumaisc - they are the ones who keep the taint of the wyrm from this world.  Wolf, Hybrid, and Human  - they try to live in harmony with their world.   On this page you will find a guide to create your Werewolf.  Take your time making the character and submit your best work.

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We would like it if you took a moment to go over your character concept with one of the STs to make sure that the concept will fit with the setting before you take the time to fill out a sheet and do all the work in making a character for the setting.

We use Werewolf the Apocalypse 20th Anniversary for creation of characters within Ossory.  Please review this, if you have any questions ask one of the STs for assistance.  However, we hope this guide will spell everything out for you in an easy to understand fashion.

Werewolf - Step 1

Concept

Name, Age, Sex, Date of Birth, Place of Birth... Life... First Change.

This is rather self explanatory.​  Each of these helps you place your character in the world and to create a well rounded background and thought process when working the rest of your character up.​

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Note:  Within Ossory all characters have to be at least 17 years old, Ireland's AoC.  This means no children.  If you submit a character that is a child you will be denied without explanation.

Concept: You will need to think on a concept about your character. This is who the character is and what they do.

Concepts vary greatly in basis.  Some people are Mobsters, others are Doctors.  Some are angels while others are demons inside.  It is endless.  You simply need to come up with who you want your character to be.  You can speak to an ST and delve into who the character is and have assistance building who he/or she is.  Just remember, this is a character that has a life of its own.  Its always best to create characters that are NOT ourselves.

Tribe

Werewolves come from many different tribes.  Your tribe determines some of the gifts you know and also determines how others look at you.

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Please see our garou information page for more information.

Nature & Demeanor

These are personality archtypes that help explain who your character is inside and out.

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​The Nature of your character is the true personality, what inside.  The Demeanor is the face they present for all to see. In some cases it is not unheard of for these to be the same, either way choose carefully and have fun.

The Archtypes are found in the W20 book.  They can also be found on our archtypes page.

Breed

This is whether or not you are homid (human), metis (a child of two garou), or a lupus (wolf). 

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There are breed restrictions as stated below:

  • Homid - None

  • Metis - Every metis character must have one deformity, chosen during character creation. And while some deformities may have minor benefits, the bad should always outweigh the good. Storytellers should encourage players to choose defects that complement their character concept. Some possibilities for metis deformities are included in the book.

  • Lupus - Beginning lupus characters cannot take the following Skills and Knowledges. You may, however, use freebie points to purchase them, perhaps as a result of your character's prelude. Similarly, you can use experience points to add these Abilities as a result of "training" in the course of the chronicle (which is a chance for Storytellers with a sharp sense of humor to have some devilish fun.

 

Skill Restrictions: Drive, Etiquette, Firearms​

Knowledge Restrictions: Computer, Law, Linguistics, Politics, Science

 

For more information on breeds please see our garou information page.

Auspice

This is the moon you were born under.  This plays a huge role in what type of character your garou is going to be.  The moon phase says if they are a warrior, a trickster, a healer, a lore master... etc. 

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For more information please see our garou information page.

Character History

This is the meat and potatoes of your character.  It is what all the rest of "Step 1" has been preparing you for.  This is who your character is.  How they grew up.  What drives them and what makes them run screaming to the hills.

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We ask that you take your time and think about this.  Where your character comes from greatly influences your sheet and how it will look (not the other way around).  It also greatly influences what merits and flaws they will have.

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  • Note: If you have difficulty with this please see our "Biography Help!" page; it will give you some more questions to trigger your thought process.

  • Note: If you are writing a long background a timeline is preferable at the beginning to give a character at a glance.

  • ​Note: Do not go crazy with your concept.  Too outlandish will be denied with no explanation.  Don't make us bang shake our heads and go "WTF-Mate?"​

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Werewolf - Step 2

This is where you'll start to fill out your sheet.

Attributes (7/5/3)

Physical/Mental/Social

This is where you decide what is most important to your character.  Then, what is just a little less important.  And, finally, what your character doesn't really focus on.

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  • Ex. A body guard will likely not bother with Social.  And, Mental and Physical would be a toss up depending on what the character wants to focus on.

  • Ex. A Scientist would likely not care about their looks, where as their intelligence would be off the charts as well as their dexterity.

  • Ex. A socialite would likely not care much about her brains and would focus on her looks and her ability to get things with said looks.​

 

Attributes can be found on page in the W20 Book.  They can also be found on our attribute page.

Note on Wolf-Kin Attirbutes

The largest must be in Physical, with Manipulation being the lowest.

Abilities (13/9/5)

Talents/Skills/Knowledges

Characters have abilities that lay within the different attributes.  However, they do not correspond directly by column.  You need to pick which group of abilities your character will focus on (at least at start) and then the second, and finally the third.

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  • Ex.  A doctor will focus more on Knowledges.

  • Ex.  A fighter will focus more on Talents.​

  • Ex.  A sneak-thief will focus more on Skills.

 

A listing of abilities can be found in the W20 book.  They can also be found on our abilities page.

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Note: If you do not take Academics your character has no learned knowledge from books.

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Note: You cannot purchase an ability over 3 points without ST approval.

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Note: Secondary Abilities are available.  Research them and get ST approval before placing them on your sheet.

Advantages

Backgrounds (5)

This is how you explain how your character influences the world.  How much money he has.  How famous she is.  What contacts he has.  What allies.  It simply helps balance your character out further.

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Note: If your character does not have Resources your character does not have income or anyway to pay for stuff.

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Note: These are restricted by Tribe.

 

Advantages can be found within the W20 Book.  They can also be found in our advantages page.

 

Restrictions are as follows

Black Furies - None
Bone Gnawers - Ancestors, Pure Breed, Resources
Children of Gaia - None
Fianna - None
Get of Fenris - Contacts, May by Mentor by Mentors may only advise
Glass Walkers - Pure Breed, Ancestors
Shadow Lords - Allies, Mentor
Silent Striders - Ancestors, Resources
Silver Fang - Must by at least three (3) points in Pure Breed
Uktena - None
Wendigo -
Contact, Resources

Gifts (3)

Gifts are based off your Tribe, Auspice, and Breed in the beginning.  You will select one from each section.

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1 - Breed

1 - Auspice

1 - Tribe

Renown

This is determined by your Auspice.  Please record the information.

Rage, Gnosis, & Rank

Rage is by Auspice

Gnosis is by Breed

Your rank will, at the beginning, be 1 (Cliath)

Willpower

Willpower is found by Tribe.  Please record this information on your sheet.

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Werewolf - Step 3

Merits and Flaws

Merits and Flaws help flesh a character out.

At this point you can add, but are not required to do so, merits and flaws to your character sheet.  Flaws can be used to gain more freebies, where as merits cost freebies.

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Choose carefully!  We expect you to play these merits and flaws out!

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Please review our merits and flaws page for the merits and flaws that are approved.

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Note: If you spend merits and flaws we suggest you balance them out at 7 points in each.

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Note: Only the first 7 freebies earned by flaws can be used toward freebies, if you have an excess of 7 spendable freebies (after balancing) you cannot spend the excess.

  • Ex.  You buy 9 flaws, no merits: you can only use 7 flaw earned freebies.  Two of those flaw points give you nothing other than a cool flaw.

  • Ex. You buy 10 flaws, 7 merits: you cannot use extra 3 points.  The 7 in merits balanced out.

  • Ex. You buy 7 flaws, 3 merits: you can use 4 points as freebies.

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Werewolf - Step 4

Finishing Touches

Spending Freebies

As a Garou you get 21 Freebies to spend.  These points are used to purchase extra dots in anything on your sheet.  To the right is a list of how much each dot will cost you depending on where you want to spend it.

Equipment

Equipment is anything from Havens (where you live), to cars, or even what weapons you carry around.

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Please look at our equipment page for more information and costs.

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Now all you have to do is submit your character to rpossory@gmail.com and wait for a reply!  Remember to attach your background and any pictures you may have to go with the character!
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